godot/servers/audio/audio_effect.h
reduz 6f51eca1e3 Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.

Most classes that make sense have been converted. Missing:

* Physics servers
* VideoStream
* Script* classes.

which will go in a separate PR due to the complexity involved.
2022-03-10 12:28:11 +01:00

66 lines
3.0 KiB
C++

/*************************************************************************/
/* audio_effect.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef AUDIOEFFECT_H
#define AUDIOEFFECT_H
#include "core/io/resource.h"
#include "core/math/audio_frame.h"
#include "core/object/gdvirtual.gen.inc"
#include "core/object/script_language.h"
#include "core/variant/native_ptr.h"
class AudioEffectInstance : public RefCounted {
GDCLASS(AudioEffectInstance, RefCounted);
protected:
GDVIRTUAL3(_process, GDNativeConstPtr<AudioFrame>, GDNativePtr<AudioFrame>, int)
GDVIRTUAL0RC(bool, _process_silence)
static void _bind_methods();
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
virtual bool process_silence() const;
};
class AudioEffect : public Resource {
GDCLASS(AudioEffect, Resource);
protected:
GDVIRTUAL0R(Ref<AudioEffectInstance>, _instantiate)
static void _bind_methods();
public:
virtual Ref<AudioEffectInstance> instantiate();
AudioEffect();
};
#endif // AUDIOEFFECT_H